From 801b651da6cfb755841c11cb938969d7d90993a4 Mon Sep 17 00:00:00 2001 From: Skladnayazebra Date: Sun, 7 Dec 2025 20:23:35 +0100 Subject: Remove shaders entirely --- ghostty/shaders/cursor_sweep.glsl | 216 -------------------------------------- 1 file changed, 216 deletions(-) delete mode 100644 ghostty/shaders/cursor_sweep.glsl (limited to 'ghostty/shaders/cursor_sweep.glsl') diff --git a/ghostty/shaders/cursor_sweep.glsl b/ghostty/shaders/cursor_sweep.glsl deleted file mode 100644 index 871f3d2..0000000 --- a/ghostty/shaders/cursor_sweep.glsl +++ /dev/null @@ -1,216 +0,0 @@ -// -- CONFIGURATION --- -vec4 TRAIL_COLOR = iCurrentCursorColor; // can change to eg: vec4(0.2, 0.6, 1.0, 0.5); -const float DURATION = 0.2; // in seconds -const float TRAIL_LENGTH = 0.5; -const float BLUR = 2.0; // blur size in pixels (for antialiasing) - -// --- CONSTANTS for easing functions --- -const float PI = 3.14159265359; -const float C1_BACK = 1.70158; -const float C2_BACK = C1_BACK * 1.525; -const float C3_BACK = C1_BACK + 1.0; -const float C4_ELASTIC = (2.0 * PI) / 3.0; -const float C5_ELASTIC = (2.0 * PI) / 4.5; -const float SPRING_STIFFNESS = 9.0; -const float SPRING_DAMPING = 0.9; - -// --- EASING FUNCTIONS --- - -// // Linear -// float ease(float x) { -// return x; -// } - -// // EaseOutQuad -// float ease(float x) { -// return 1.0 - (1.0 - x) * (1.0 - x); -// } - -// EaseOutCubic -float ease(float x) { - return 1.0 - pow(1.0 - x, 3.0); -} - -// // EaseOutQuart -// float ease(float x) { -// return 1.0 - pow(1.0 - x, 4.0); -// } - -// // EaseOutQuint -// float ease(float x) { -// return 1.0 - pow(1.0 - x, 5.0); -// } - -// EaseOutSine -// float ease(float x) { -// return sin((x * PI) / 2.0); -// } - -// // EaseOutExpo -// float ease(float x) { -// return x == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * x); -// } - -// // EaseOutCirc -// float ease(float x) { -// return sqrt(1.0 - pow(x - 1.0, 2.0)); -// } - -// // EaseOutBack -// float ease(float x) { -// return 1.0 + C3_BACK * pow(x - 1.0, 3.0) + C1_BACK * pow(x - 1.0, 2.0); -// } - -// // EaseOutElastic -// float ease(float x) { -// return x == 0.0 ? 0.0 -// : x == 1.0 ? 1.0 -// : pow(2.0, -10.0 * x) * sin((x * 10.0 - 0.75) * C4_ELASTIC) + 1.0; -// } - -// Parametric Spring -// float ease(float x) { -// x = clamp(x, 0.0, 1.0); -// float decay = exp(-SPRING_DAMPING * SPRING_STIFFNESS * x); -// float freq = sqrt(SPRING_STIFFNESS * (1.0 - SPRING_DAMPING * SPRING_DAMPING)); -// float osc = cos(freq * 6.283185 * x) + (SPRING_DAMPING * sqrt(SPRING_STIFFNESS) / freq) * sin(freq * 6.283185 * x); -// return 1.0 - decay * osc; -// } - -float getSdfRectangle(in vec2 point, in vec2 center, in vec2 halfSize) -{ - vec2 d = abs(point - center) - halfSize; - return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0); -} - -// Based on Inigo Quilez's 2D distance functions article: https://iquilezles.org/articles/distfunctions2d/ -// Potencially optimized by eliminating conditionals and loops to enhance performance and reduce branching - -float seg(in vec2 p, in vec2 a, in vec2 b, inout float s, float d) { - vec2 e = b - a; - vec2 w = p - a; - vec2 proj = a + e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0); - float segd = dot(p - proj, p - proj); - d = min(d, segd); - - float c0 = step(0.0, p.y - a.y); - float c1 = 1.0 - step(0.0, p.y - b.y); - float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x); - float allCond = c0 * c1 * c2; - float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2); - float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond)); - s *= flip; - return d; -} - -float getSdfParallelogram(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3) { - float s = 1.0; - float d = dot(p - v0, p - v0); - - d = seg(p, v0, v3, s, d); - d = seg(p, v1, v0, s, d); - d = seg(p, v2, v1, s, d); - d = seg(p, v3, v2, s, d); - - return s * sqrt(d); -} - -vec2 normalize(vec2 value, float isPosition) { - return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y; -} - -float antialising(float distance) { - return 1. - smoothstep(0., normalize(vec2(BLUR, BLUR), 0.).x, distance); -} - -float getTopVertexFlag(vec2 a, vec2 b) { - float condition1 = step(b.x, a.x) * step(a.y, b.y); // a.x < b.x && a.y > b.y - float condition2 = step(a.x, b.x) * step(b.y, a.y); // a.x > b.x && a.y < b.y - - // if neither condition is met, return 1 (else case) - return 1.0 - max(condition1, condition2); -} - -vec2 getRectangleCenter(vec4 rectangle) { - return vec2(rectangle.x + (rectangle.z / 2.), rectangle.y - (rectangle.w / 2.)); -} - - -void mainImage(out vec4 fragColor, in vec2 fragCoord){ - #if !defined(WEB) - fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy); - #endif - - // normalization & setup(-1, 1 coords) - vec2 vu = normalize(fragCoord, 1.); - vec2 offsetFactor = vec2(-.5, 0.5); - - vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.)); - vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.)); - - vec2 centerCC = currentCursor.xy - (currentCursor.zw * offsetFactor); - vec2 centerCP = previousCursor.xy - (previousCursor.zw * offsetFactor); - - float sdfCurrentCursor = getSdfRectangle(vu, centerCC, currentCursor.zw * 0.5); - - float lineLength = distance(centerCC, centerCP); - - vec4 newColor = vec4(fragColor); - - float minDist = currentCursor.w * 1.5; - float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0); - if (lineLength > minDist) { - // --- Animation Logic --- - float shrinkFactor = ease(progress); - - // detect straight moves - vec2 delta = abs(centerCC - centerCP); - float threshold = 0.001; - float isHorizontal = step(delta.y, threshold); - float isVertical = step(delta.x, threshold); - float isStraightMove = max(isHorizontal, isVertical); - - // -- Making parallelogram sdf (diagonal moves) --- - float topVertexFlag = getTopVertexFlag(currentCursor.xy, previousCursor.xy); - float bottomVertexFlag = 1.0 - topVertexFlag; - vec2 v0 = vec2(currentCursor.x + currentCursor.z * topVertexFlag, currentCursor.y - currentCursor.w); - vec2 v1 = vec2(currentCursor.x + currentCursor.z * bottomVertexFlag, currentCursor.y); - vec2 v2_full = vec2(previousCursor.x + currentCursor.z * bottomVertexFlag, previousCursor.y); - vec2 v3_full = vec2(previousCursor.x + currentCursor.z * topVertexFlag, previousCursor.y - previousCursor.w); - - vec2 v2_start = mix(v1, v2_full, TRAIL_LENGTH); - vec2 v3_start = mix(v0, v3_full, TRAIL_LENGTH); - vec2 v2_anim = mix(v2_start, v1, shrinkFactor); - vec2 v3_anim = mix(v3_start, v0, shrinkFactor); - - float sdfTrail_diag = getSdfParallelogram(vu, v0, v1, v2_anim, v3_anim); - - // --- Making rectangle sdf (straight moves) --- - vec2 min_center = min(centerCP, centerCC); - vec2 max_center = max(centerCP, centerCC); - - vec2 bBoxSize_full = (max_center - min_center) + currentCursor.zw; - vec2 bBoxCenter_full = (min_center + max_center) * 0.5; - - vec2 bBoxSize_start = mix(currentCursor.zw, bBoxSize_full, TRAIL_LENGTH); - vec2 bBoxCenter_start = mix(centerCC, bBoxCenter_full, TRAIL_LENGTH); - - vec2 animSize = mix(bBoxSize_start, currentCursor.zw, shrinkFactor); - vec2 animCenter = mix(bBoxCenter_start, centerCC, shrinkFactor); - - float sdfTrail_rect = getSdfRectangle(vu, animCenter, animSize * 0.5); - - // -- Selecting and drawing the trail sdf -- - float sdfTrail = mix(sdfTrail_diag, sdfTrail_rect, isStraightMove); - - vec4 trail = TRAIL_COLOR; - float trailAlpha = antialising(sdfTrail); - newColor = mix(newColor, trail, trailAlpha); - - // Punch hole - newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.)); - } - - - fragColor = newColor; -} -- cgit v1.3.1